Performance comparison of rasterization-based graphics pipeline and ray tracing on GPU shaders

Chun Fa Chang, Kuan Wei Chen, Chin Chien Chuang

研究成果: 書貢獻/報告類型會議論文篇章

摘要

The interactive rendering of 3D computer graphics has approached the photorealistic quality, as evident by the vivid shading effects and lush outdoor scenes in recent game engines. Clearly, the traditional 3D graphics APIs are reaching their limits, and the need to switch to more extendable ray-tracing based techniques has arisen. In this work, we explore the fundamental differences between ray tracing based and rasterization based techniques, including how they are supported by the processors and by the programming platforms. We duplicate the typical shading effects in both ray tracing and rasterization, starting from the simple Phong lighting, to slightly more complex Whitted-style shadow and reflection. Although the rasterization-based techniques clearly outperform ray tracing in current generations of graphics processors, we show by more precise quantitative analysis that the performance gaps are not as wide as thought. And the gap may narrow further when the requirement of image quality increases in the future.

原文英語
主出版物標題2015 IEEE International Conference on Digital Signal Processing, DSP 2015
發行者Institute of Electrical and Electronics Engineers Inc.
頁面120-123
頁數4
2015-September
ISBN(電子)9781479980581, 9781479980581
DOIs
出版狀態已發佈 - 2015 九月 9
事件IEEE International Conference on Digital Signal Processing, DSP 2015 - Singapore, 新加坡
持續時間: 2015 七月 212015 七月 24

其他

其他IEEE International Conference on Digital Signal Processing, DSP 2015
國家/地區新加坡
城市Singapore
期間2015/07/212015/07/24

ASJC Scopus subject areas

  • 訊號處理

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